by John Payne
There are times when a description is not enough to provide the flavor of a location. This location could be as small as a person’s home or as large as a subcontinent. Pictures can help, too. In some of the best games I’ve been in, the GM provided a vignette. In a small scene, we would see the people within a location doing things. Many times, these vignettes featured everyday life. Other times, people would be engaged in rather extraordinary actions. In one game, the GM described walking up a wall as if it was the sort of thing that was perfectly normal.
In some of my sessions, I would include a vignette showing various non-player characters playing a game. Dice games were common – this also provided a way to find information and make a quick buck. Some encounters, though, required something that would encourage the characters to interact. At times like this, I would either have the NPC offer a game of bridge or chess. These two stuck out to me as a chance for players to dialogue with an important NPC. I would impart the perspective of the culture, pass along information, and display a few mannerisms while playing chess. For my players, they ended up learning a lot of things about the locale that would later help them foil traps, find the loot, kill the big bad, etc.
When development on Shayakand began, I wanted to include something similar. Shayakand already has a few unusual ideas, the most prominent one being “what if the photocopier was developed instead of the printing press”. Knowing that, however, doesn’t give you the flavor of the entire cultural phenomenon of the library, much less the impact of the average Shayakandi citizen.
So I developed a variation of chess with an alien board and simple pieces. I want players that choose to use the game to be able to play it quickly. Instead of making alien rules, the visual of the board should suffice.
In this game, pieces move a number of spaces according to the number assigned to them. Pieces with the number 1 can move one space. Pieces with the number 2 can move two spaces and so on. The R pieces is the King. The J piece can jump to the next space of the same color. Otherwise, play continues just like chess. Here is a link to the game and a graphic of the board.
Here’s an example of using chess to set characters into Shayakand. I assume a bit in the telling of this vignette. This assumes that I (as the GM) am playing the character in this version of chess while we play out the encounter.
A Bite to Eat
Outside the garmadala, patrons are filing out of the wide exit to find a table to eat their meal. As is typical for midday, many of the customers are eating midly spiced lentil soup. The smell of curry and mint waft into the street drawing in more people in search of a quick hot meal.
Scanning the clientele, you notice a number of bureaucrats and librarians scattered throughout the tables. With such upper class customers, you feel assured that above all else, you will not get sick eating here. Once in line, you can see the six large pots in an L-shaped table that hold the choices of meals. The two closest to the entrance have the mildly spiced lentils, but the last pot has a spicy chicken that is all but irresistible. The serving woman pours a generous helping in your bowl. Paying at the end of the L-shaped bar, you hope that the extra silver for a meat dish will be worth it.
As you make your way to the tables, you see a man dressed in the way that is currently fashionable for members of the librarian class. Looking at the insignia on his shoulder, you recognize that he works in the largest library in the city. You think to yourself that if anyone can help you in your search, this is the best man to consult.
Sitting at the table, you greet him in the proper manner and ask if he has time for a game of chess. The man looks you up and down and replies that it has been a while since he has played a merchant in anything, but that he certainly has the time. Reaching into his bag, he reveals an expensive set of pieces inlaid with small blue gems and pearls. You place your pieces on the table as well – finely crafted silver pieces that normally earn a second look appear to be shabby by comparison. Noting the librarian’s overconfidence, you decide that you will not quickly dispatch him.
The librarian offers you the first move which you kindly accept. In the first opening moves, the librarian’s smug countenance has soured into a look of great concern. He quotes a Vedic proverb saying, “The humble have the least to lose,”
Taking the opportunity, you complete the passage saying, “and the haughty have the least to gain.”
“What other secrets do you have, merchant?” quizzes the librarian.
“What is not secret is my name. You may call me Pavo,” you reply.
“Pavo, I am the high librarian for Basha Dende. For providing me with a worthy challenge, I will tell you that my name for now is Indrapahl.”
As play continues, the librarian’s forces dwindle. The raja is scarcely protected. His only hope appears to be a lone pawn reaching the far end of the board. He hopes the promoted piece will give him the upper hand. You are certain that there are only four moves left in this contest. You decide to push for the information you seek.
“Sa. Indrapahl, may I inquire about a certain hymn? I hear from my servants in Daayata that the Song of the Mpura is in high demand. A certain man named Kuvaja was there last month talking to the priests.”
The librarian chuckles to himself. “You seek the ancient Shapers as well, I see.”
He makes a move leaving his Raja open to capture.
The librarian continues, “We cannot talk much here, however, I can provide a copy of an ancient Amanakshi scroll. The lizardmen of the south still hold the secret to shaping. It’s no secret that they can pull iron from the red clay soil in their swamps. What isn’t commonly available, however, is how their weapons are made.”
You do not end the game, instead you make a defensive move to in the hope of gaining more time to talk. You feel a bit unsettled that he is offering you information so quickly.
“You show proper respect,” says the librarian. “For that alone, I believe that we can help each other. Come to the library in an hour. Request a copy of this book that I will give you. In exchange for what you know of Kuvaja, I will provide a scroll that you may find interesting.”
Making a final move, the librarian is able to promote his pawn. The promoted piece leaves you trapped with no possible moves. As the librarian rises to leave the table, he places a thin red book in the center of the table. It is bound with a simple leather strap.
“Bandakha-roh, merchant. I’ll see you in an hour.”

